856 files

  1. K1 - No Alignment Penalty

    No more force point cost penalty for using opposite alignment powers, but you still get the force point cost reduction if you use force powers that correspond with your alignment.

    134 downloads

       (0 reviews)

    0 comments

    Submitted

  2. Force Point Regeneration Robes

    This mod replaces Jedi Robe Defense Bonuses with Force Point Regeneration.
    It won't work on robes that already spawned in.

    79 downloads

       (0 reviews)

    0 comments

    Submitted

  3. AQUALISH HD

    This mod will replace and update texture files.
    To Install
    1. Download: Aqualish HD.rar
    2. Copy all files to the Knights of the Old republic's Override folder.
    (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
    3. When/if prompted to overwrite files, press okay.
    4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love

    232 downloads

       (1 review)

    3 comments

    Submitted

  4. Useful Sith Lightsaber

    This mod buffs the Sith Lightsaber that you can find in the Tomb of Naga Sadow.
    If you already visited the tomb the mod won't work, you need to load a pre tomb save.
    Default Version:
    --------------------------
    +3 Damage
    +3 Attack
    Force Point Regeneration: 1
    Bonus Feat: Force Focus
    Bonus Feat: Improved Force Focus

    Alternative Version 1:
    ----------------------------------
    +3 Damage
    +3 Attack
    Keen
    Bonus Feat: Flurry
    Bonus Feat: Improved Flurry
    Alternative Version 2:
    ----------------------------------
    +3 Damage
    +3 Attack
    On Hit: Stun, 50%, 6s, DC14
    Bonus Feat: Critical Strike
    Bonus Feat: Improved Critical Strike
    Alternative Version 3:
    ----------------------------------
    +3 Damage
    +3 Attack
    Blaster Bolt Deflection: +3
    Bonus Feat: Power Attack
    Bonus Feat: Improved Power Attack

    202 downloads

       (0 reviews)

    0 comments

    Updated

  5. Taris Walkmesh Fixes

    This is a fix spotted and requested by @Salk
     
    I have since spotted and added an extra fix for the door showing through the wall.
     
    It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL.
     
    Either way, here is a quick fix for that.
     
    Installation :
    Put the following files in your override folder.
     
    M02ac_02b.wok
    M02ac_02k.wok
    M02ac_02e.wok
     
    Uninstallation :
    Deletefile the following files from your override folder.
    M02ac_02b.wok
    M02ac_02k.wok
    M02ac_02e.wok
     
    Thor110

    145 downloads

       (0 reviews)

    0 comments

    Updated

  6. Bastila rejoins at player level

    This script "fixes" the script that lets Bastila rejoin the player on the Unknown World temple summit: The script checks for the caller's level, and depending on that, you get a different one of the six Bastila UTC files joined as your new party member:

    Levels <= 15: Bastila level 15 (p_bastilla001.utc)
    Level = 16: Bastila level 16 (p_bastilla002.utc)
    Level = 17: Bastila level 17 (p_bastilla003.utc)
    Level = 18: Bastila level 18 (p_bastilla004.utc)
    Level = 19: Bastila level 19 (p_bastilla005.utc)
    Level = 20: Bastila level 20 (p_bastilla006.utc)

    The different Bastilas of course not only have a different level, but also more feats and force powers as the levels progress (appropriate change per level).

    The script however was called in a dialogue line of Bastila, which during that time is a level 18 Jedi Guardian, so it always selected the "p_bastilla004.utc". I believe the intention was however to have this scaled to the player level, to have a same-level Bastila rejoin the party. So I adjusted the script to check for the PC's levels rather than Bastila's (that are always 18).
    Now, I don't even recommend using this, and I won't be using it myself, as I feel that when Bastila joins you at level 18 that's better both for low, and high-level characters: At low level, the upcoming fights are going to be quite hard, so having a level 18 partymember should help you out a bit (especially since the other two Jedi will be unavailable at that point), and if you are at a level > 18, which is common if you did most quests, then having Bastila join at level 18 at least allows you to steer her remaining development very slightly with the two remaining levelups she'll get. (If she joins at level 20 there's nothing at all you can do anymore to adjust her rather questionable Dark Side build). But I wanted to put it up here for anyone who might find that little discovery interesting. Enjoy.

    Installation instructions: Put the file "k_punk_bastjoin.ncs" into your Override folder.

    120 downloads

       (0 reviews)

    0 comments

    Updated

  7. Update for my Skin mods

    Contain

    1. A new version of my Malak redone i used many tools but the base was hand made. 
    in this file is also a update on the same way of a fiew of my textures mods. 
    2. Update for my Gadon mod
    3. Updated mission face
    4. Update of my Zhar mod
    5. Update of my Ithorian mod
    6. Updated Bastila
     
    You don't need the previous versions of my mods 
    ON the preview mission have a well made set you can find there but its not in the Pack i propose
    (As for my two previous versions)
    I REALY THANK Dark Hope to let me use the textures of her great mode 
    here is the link of her great mode I've only edited the face and the body in my version the base work is hers. Very talented !  

    67 downloads

       (0 reviews)

    6 comments

    Updated

  8. Complete Sith Academy [BETA]

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 14.11.2024

    Installation:
    Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic.

    Description:
    In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms.
    In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory.

    For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now.
    At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1.
    The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location.
    Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise.
    There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod.

    Known Bugs:
    If you click on the Sith Students on the computers too much, they stop doing their "typing" animations.
    This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.

    Incompatibilities:
    To be added!

    Permissions:
    Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base.

    Thanks to:
    Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist!
    Obsidian Entertainment: For adding these new rooms to the second game!
    Bioware: For such an amazing game!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For HoloPatcher and the Holocron Toolset!
    Everyone who downloads the mod!

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    212 downloads

       (0 reviews)

    2 comments

    Updated

  9. Academy Attire: K2 Sith Pack for K1 Korriban Academy

    Author: EAF97
     
    Description:
     
    Most of the Sith students, teachers, and workers at the Sith academy on Korriban in K1 will now wear Dark Jedi robes according to rank and ported in from K2 that are worn by the Dark Jedi at Trayus Sith Academy on Malachor V in K2. Visually-speaking, this mod is meant to make the same appearance enhancement for Korriban Sith that JCarter426's "Cloaked Jedi Robes for K1" makes to Jedi robes with ported K2 models and could also be installed over JC's "Back in Black" which edits the NPCs' equipment (and which this mod itself doesn't do).
     
    -There will be two main options for installation: Version 1 installs both the clothing overhaul and gives unique heads to several of the NPCs who have direct conversations with the players such as Kel Algwinn and Dak Vesser, while Version 2 only overhauls the clothing.
     
    -Lashowe, Mekel, Shaardan, and other students will wear “low” robes
     
    -Yuthura and other teachers will wear “mid” robes
     
    -Masters (just Uthar) will wear “high” robes.
     
    -Students and teachers who are out working in the valley will wear darker variants of Dark Jedi Padawan and Master robes, respectively, with the ported player and companion robe models from K2
     
    -Those who are dueling or practicing combat skills will wear “training” outfits (K1-style “tunics”) from Unused K1 Tunics for TSL
     
    -Captives will wear “prisoner” outfits
     
    -Workers (Tariga, Adrenas) will wear a darker variant of Onderon commoner clothing from Effixian's Zeison Sha/Jal Shey to Onderon Clothing
     
    -All of the “Lite” NPCs will be upgraded based on the new heads and gender given to them in K1CP but will have the new clothing.
     
    -A compatibility patch for K1CP will be available for both versions to give Tariga (the Huttese-speaking human NPC who gives directions to the Valley) a female appearance.
     
    -There will be an optional add-on to install the female variant of the Trayus-style Dark Jedi “Master” robes for Yuthura which I decided to include since nobody else wears it.
     
    -Sith guards, troopers, soldiers, and archaeologists will NOT be affected. I would **strongly** recommend installing K1CP **before** this mod in order to get a full overhaul of NPCs in the area but it isn’t necessary in order for the mod to work and the base installation will assume that K1CP isn’t installed
     
    -Equipment of NPCs will NOT be edited, this is purely a **visual** overhaul but is compatible with any mod that edits the NPCs’ equipment such as “Back in Black” by JCarter426
     
    -Aside from any Sith students or teachers who are encountered in Dreshdae, the "Prospective" Sith students as well as Czerka employees and other civilians in the area will NOT be affected. I would recommend some of the other NPC overhaul mods listed below for enhancing those characters. For the most part, this mod mainly aims to change the Sith students, teachers, and staff at the Academy itself
     
    -Any Sith or Dark Jedi outside of Korriban will NOT be affected and there are multiple mods (listed below) which sufficiently enhance them and which I would recommend to be installed along with this mod.
     
    Installation:
     
    Just run the TSLPatcher the direct it to your game file. If you plan on using this mod alongside K1CP, I'd recommend installing K1CP **first** if you haven't already.
     
    Install either Version 1 (Clothes & Heads) OR Version 2 (Clothes Only) and then install either version of the Tariga patch for K1CP based on whichever version of the base installation was chosen (basically gives Tariga a female appearance in line with K1CP's changes that also adds the changes made to other NPCs in the main mod).
     
    To Uninstall:
     
    Remove the files from your Override folder and add the backup .2da file to it
     
    Credit:
     
    Special thanks to Effix, 90SK, Dark Hope, Laast, and ShiningRedHD for allowing me to use some of their models and textures, to N-DReW25 for advice given on the mod, and to JCarter426 whose work with porting Jedi robes from K2 inspired this mod
     
    Recommended Mods to accompany this one:
     
    "Kotor 1 Community Patch" by A Future Pilot:
    https://deadlystream.com/files/file/1258-kotor-1-community-patch/
     
    The following mods by JCarter426:
    https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/
    https://deadlystream.com/files/file/2309-jcs-czerka-business-attire-for-k1/
     
    "Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)" by DarthParametric:
    https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/
     
    The following mods by N-DReW25:
    https://deadlystream.com/files/file/2469-czerka-redux/
    https://deadlystream.com/files/file/2310-k1-clothing-pack/
    https://deadlystream.com/files/file/1109-sith-stalkers-k1/
     
    The following mods by Dark Hope:
    https://deadlystream.com/files/file/2316-sithcom-dh/
    https://deadlystream.com/files/file/2164-darth-bandon-hd/
    https://deadlystream.com/files/file/2042-sith-soldier-hd/
    https://deadlystream.com/files/file/2188-war-droid-mark-i-hd/
     
    "K1 Better Male Twilek Heads" by Ashton Scorpius
    https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/
     
    The following mods by Leiluken:
    https://deadlystream.com/files/file/2228-kotor-1-twilek-male-npc-diversity/
    https://deadlystream.com/files/file/2179-kotor-1-twilek-female-npc-diversity/
     
    Compatibility:
     
    If you're using any mods that change the appearance of NPCs in the Academy or on Korriban generally such as K1CP, I would recommend installing them BEFORE installing this mod.
     
    If you're using Leilukin's "Belaya's Unique Look" for example, install this mod AFTER it; it uses the same unique head for the character that Leilukin's mod uses and sources it from SpaceAlex's "K1 Enhancement Pack" modder's resource but also gives Belaya the same clothing overhaul as the others at the Academy if she appears.
     
    This mod should also be compatible with JCarter426's "Back in Black" mod (and I would even recommend using it alongside mine but it isn't necessary in order for my mod to work), but should be installed AFTER JC's mod so that the appearance overhaul in this mod won't be overwritten.
     
    Compatible with both K1CP **and** K1R but I would **strongly** encourage using it alongside K1CP. However, neither one is required in order for the mod to work
     
    COPYRIGHT
     
    I used the models from JCarter426's modder's resource "JC's Cloaked Jedi Robes & Supermodel Port":
    https://deadlystream.com/files/file/1379-jcs-cloaked-jedi-robes-supermodel-port-for-k1/
     
    I have also utilized the following mods in my work with general permission (given in their "read me" files) from the authors to use their mods as long as they are given credit:
    "New Male Caucasian Bearded PC Head" by SHB:
    "You may use these skins etc. in your own mods without my expressed permission, as long as the original files stay intact, and proper credit is given."
    https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/new-male-caucasian-bearded-pc-head
     
    "Character Overhaul -Redux-" by ShiningRedHD:
    "You are allowed to use the assets in this file without permission as long as you credit me"
    https://www.nexusmods.com/kotor2/mods/1060
     
    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    235 downloads

       (0 reviews)

    5 comments

    Updated

  10. Revamped FX

    Revamped FX
    MOD AUTHOR: Olegkuz1997
    FOR WHICH GAMES: For Star Wars Knights of the Old Republic 1-2
    Description:
    It's a fairly simple pak retexture of some of the game's (most notable) visuals. Some of them just don't look good, and some of them look downright awkward, which of course is forgiven for the game's seniority. I did it for myself, but who if anyone needs it, take it.
    My personal goal was to update the quality of the effects without slipping into tastelessness and to keep them generally true to Bioware beautiful art design. The insides of the mod:
    1. Sparks displayed during every combat action in the game look a more colorful (honeyed) and leave a small tracer as opposed to the pale yellow vanilla ones.
    2. Lightning, Force Drain, etc. look a bit brighter, but generally with the same shape of the curves and colors (blue for Shock, purplish blue for Storm). Death Field color have been slighly corrected, and the shades are generally more compatible with each other. Also increased resolution of discharges on bodies.
    3. Grenade blast marks look similar to the original ones, but with improved resolution and transparency.
    4. Smoke became blacker and thicker.
    5. Explosions became more decent, but this is just AI upscaling, not new textures. Maybe it's because I almost never use plasma grenades. Also replaced the texture of the droid fire gimmicks. Not perfect, heh, but at least it's not out of place.
    6. The texture of the burning bodies became more sympotic thanks to transparency and less like a ridiculous orange shield.
    7. The effects of the “fire sword” (Master Power Attack etc) are less intrusive, but the original idea and visual distinction are preserved.
    8. Also various little things like blaster bolts, campfire, ice, carbonite etc.
    Note:
    ----------------
    In the “Optional” folder there are alternative texture options, namely:
    Spell outline without small lightning bolts in a circle, visually cleaner (fx_conjure).
    Less intense fire blast texture. Matter of taste. I've been told it's less irritating to the eyes.
    Textures of the starry sky and nebulas. Not exactly FX but because why not. That gets rid of the “checkerboard” arrangement of stars and has a deeper black tone.
    Opengl32.dll - shader that increases the effect of bloom. Throw it into swkotor folder. All the above screenshots were made using it.
    Installation:
    ----------------
    Drop tga and tpc files in your game’s Override folder.
    To uninstall:
    ----------------
    Take them out again.

    401 downloads

       (0 reviews)

    3 comments

    Updated

  11. Effixian's PMHB06 from K2 to K1

    --------------------------------------------
    Knights of the Old Republic
    --------------------------------------------
    TITLE: Effixian's PMHB06 from K2 to K1
    AUTHOR: Effix
    CONTACT: PM me on the forums or find me on Steam

    -----------------------
    DESCRIPTION
    -----------------------
    This mod adds a male playable character; the black man with short dreadlocks from KotOR 2 (PMHB06).
    Requested by EAF97.

    ------------
    INSTALLATION
    ------------
    Run the file "TSLPatcher - Install Effixian's PMHB06 from K2 to K1.exe".

    ---------
    BUGS
    ---------
    Like with some other head ports, there's a bit more mouth breathing than in K2. I think it's because of supermodel differences, not something I can fix.

    -------------------------
    UNINSTALLING
    -------------------------
    1. Remove the following files from your Override folder:
    pmhb06FX.mdl
    pmhb06FX.mdx
    PMHB06FX.tga
    PMHB06FX.txi
    PMHB06FXd.tga
    PMHB06FXd1.tga
    PMHB06FXd2.tga
    PMHB06FXd3.tga
    po_PMHB06FX.tga
    po_PMHB06FXd.tga
    po_PMHB06FXd1.tga
    po_PMHB06FXd2.tga
    po_PMHB06FXd3.tga
    2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise:
    If you haven't installed any mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder:
    appearance.2da
    heads.2da
    portraits.2da
    Doing this when you did add another mod will likely result in the later mods no longer being available in the game.

    ------------------------------------
    DISTRIBUTION NOTES
    ------------------------------------
    You can use the files from this mod in your own mod if you simply credit me.

    ----------------
    Thanks to
    ----------------
    - Stoffe and Fred Tetra for the needed tools and tutorials
    - bead-v's MDLEdit
    - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    36 downloads

       (0 reviews)

    0 comments

    Submitted

  12. Canderous - voice & body replacement

    Among some other small changes listed below, the primary goal of this mod is to give Canderous a more Mandalorian vibe by adding a new armoured body type and changing his voice to sound more like other Mandalorians in game.
    Changes in game
    Installation
    Any other used mod should be installed before this one. If you have installed K1 Community Patch v1.10.0 or KotOR 1 Restoration 1.2, then before start this installation, put appropriate files from Compatibility_patches in tslpatchdata folder.

    93 downloads

       (0 reviews)

    1 comment

    Updated

  13. Mandalorian Spawn Fix

    The Mandalorian ambushers on Lehon (Rakata Prime) now spawn further back so they can properly nuke you with grenades.

    49 downloads

       (0 reviews)

    0 comments

    Submitted

  14. Corrected Mini Map - Sith Academy

    I noticed while running around this map that everything seemed slightly off, while I am still not quite happy with the way it looks, if you run around the edges of the map in-game, it feels better than it did previously.
    Might rework it again at some point.
    Installation
    Drop the file into the override folder
     
    Thor110

    79 downloads

       (0 reviews)

    0 comments

    Updated

  15. Mandalorians on Lehon Fix

    The Mandalorian ambushers on Lehon (Rakata Prime) are no longer unnecessarily immune to 'Damage Type: Universal'. This can be useful to players who changed the distruptor pistol/rifle damage type from Physical (Piercing) to Universal.

    43 downloads

       (0 reviews)

    0 comments

    Submitted

  16. Tulak Hord's Mask Fix

    Changes the Mask of Tulak Hord to look like the Sith Mask, which in my opinion was the intended look for this item, since the 'Model Variation' number of the item only differs by 1 from that of the Sith Mask. (If you already visited the Tomb of Tulak Hord the mod won't work.)

    84 downloads

       (0 reviews)

    0 comments

    Updated

  17. K1 Better Clothes

    Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.)

    106 downloads

       (0 reviews)

    0 comments

    Updated

  18. Prestige Powers

    Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment.
    SUMMARY
    This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords.
    In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment.
    The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular).
    The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects.
    Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character.
    DETAILS
    ============
    Force Temper
    Level 15 Jedi Guardian
    Cost = 30 FP
    This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage.
    This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6.
    Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties.

    ===============
    Force Camouflage
    Level 15 Jedi Sentinel
    Cost = 0 FP
    This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks.
    This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat.
    The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes.
    You need at least 1 point manually invested in Stealth to enter Stealth Mode.

    Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power.
    =============
    Force Influence
    Level 15 Jedi Consular
    Cost = 20 FP
    This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies.
    This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I.

     
    =============
    This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to.
    INSTALLATION
    To install, run TSLPatcher.exe and select the main install option.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
    Optional: Run the patch to make Stealth a class skill for Jedi Sentinels.
    UNINSTALLATION
    1. Remove the following files from override:
    spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder.
    2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
    3. Move any remaining files in the backup folder to override.
    COMPATIBILITY & OTHER NOTES
    This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events:
    k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml
    Known Incompatible Mods
    Alignment Fancy Bits by ebmar
    Content Pack: Feats and Powers by TamerBill
    Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility.
    For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway.
    Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome.
    PERMISSIONS
    Do not reupload this mod or any contained files anywhere without my expressed permission.
    CREDITS
    offthegridmorty
    Thanks JCarter426 and other folks on Discord for scripting help
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol
    This mod contains assets from SW KOTOR II: TSL

    288 downloads

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  19. UK Spelling for KotOR

    US to UK translation! Translates all subtitles in the base game, and should also work with any cut content restorations.

    - - - - -

    Not sure what 'colour' to choose for your lightsaber? Fear not!
    Spellings changed include favourites, such as;
    colour
    rumour
    travelled
    judgement
     with over 100 spellings changed!!!

    Simply select english and away you go!
    For any country that uses EN-GB british spelling (I'm looking at you ROI/AUS/NZ), or even those that don't.


    Two versions are available to download.
    For Jedi who like to fight with 'Lightsabers',
    or for Jedi who would prefer to wield 'Lightsabres'.

    - - - - -
        To Download:

    Unzip the file, drag the new dialog.tlk file into your game folder, and it's done.
    (Which would be in Program Files(x86)/Steam/steamapps/common/swkotor)
    I recommend moving the original dialog.tlk file somewhere safe incase you'd like to revert back!
      - - - - -
        Mod Compatibilities:

    KotOR 1 Restoration:
    Installing this mod after K1R enables their TLK corrections to apply to UKSpelling's dialog.tlk file.
    That means you'll get the grammar and typo fixes of K1R and the en-gb spellings (Not sure if this changes some of my spelling changes though!).

    If installing this mod before K1R, you'll get en-gb spellings but won't have the grammar and typo fixes of KR1.
      - - - - -
    Only the subtitles will show EN-GB spellings I'm afraid.
    In-game words such as on textures will still be the same.
    (Selecting any language other than english won't change the subtitles.)
    Enjoy!

    25 downloads

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  20. Czerka miners on Tatooine

    On Tatooine, in the Dune Sea there is a Sand Crawler. Right next to it there are Czerka miners in regular clothes. This mod gives them Czerka uniforms.

    78 downloads

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  21. KotOR2 base weapon damage for KotOR1

    Changes the base weapon damage to be in line with that of KotOR2.
     
    Standard Lightsaber:             Damage: 2-16 ----> 2-20
    Double-Bladed Lightsaber:   Damage: 2-20 ----> 2-24
    Short Lightsaber:                   Damage: 2-12 ----> 2-16
    Blaster Pistol:                         Damage: 1-6  ----> 1-8
    Heavy Blaster:                        Damage: 1-8  ----> 1-10
    Blaster Carbine:                     Damage: 1-8  ----> 1-10
                                                     Critical Treat Range: 19-20 ----> 20-20
    Blaster Rifle:                           Damage: 1-8  ----> 1-12
    Repeating Blaster:                 Damage: 1-8  ----> 2-12
    Heavy Repeating Blaster:     Damage: 1-10  ----> 2-16                        
    Ion Blaster:                             Damage: 1-4  ----> 1-6
                                                     Criticalical Multiplier: x2 ----> x3
    Ion Rifle:                                 Damage: 1-6  ----> 1-10
                                                    Critical Multiplier: x2 ----> x3
    Disruptor Pistol:                    Damage: 1-4  ----> 1-6
                                                    Critical Treat Range: 20-20 ----> 18-20
    Disruptor Rifle:                      Damage: 1-6  ----> 1-10
                                                    Critical Treat Range: 20-20 ----> 18-20
    Bowcaster:                            Critical Multiplier: x2 ----> x3
    Sonic Rifle:                            Damage: 1-6  ----> 1-10

    102 downloads

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    3 comments

    Updated

  22. Kinrath Egg Fix

    In the first version of the game on Dantooine in the Crystal Cave, if you destroyed the Kinrath Eggs, you gained dark side points, which was stupid, so in a patch they changed it, and now you gain red lightsaber crystals instead of dark side points, which is equally stupid. So i changed it to 25xp and a small chance to get poisoned.

    115 downloads

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  23. Rebalanced Force Powers

    Star Wars: Knights of the Old Republic -
    Rebalanced Force Powers [K1] v1.0.0
    By Timbo
     
    Overview
    The Force has undergone some dramatic changes in this mod. In the Vanilla game, Force powers are relatively inexpensive regardless of your Force alignment. Rebalanced Force Powers addresses this problem by introducing FP costs that increase as you upgrade the powers and a simplified alignment system that’s specifically designed to complement these scaling changes.
    Another major change is that Skills have incorporated into some of the force powers. Awareness now extends the duration of buff spells and Treat Injury increases the potency of healing powers. This mod, alongside it’s companion mod Rebalanced Grenades, should bring some much-needed attention to Kotor 1’s underdeveloped skills system.
    The powers themselves have had some important shakeups as well. Many powers had the descriptions corrected, and had their bugs fixed. However, the biggest changes come in the form of nerfing many of the game’s buffs.
    Please note that Rebalanced Force Powers is a standalone version of Balance in the Force’s changes to the Force Power system. It contains updated changes that will appear in v2.0 of that mod as well.
     
    List of Changes
    Neutral Alignment now covers alignment scores of 40-59 with regards to Force powers. Alignments between 0 and 39 and give a 50% FP cost discount with dark side aligned powers and 50% FP cost increase with light side aligned powers. Alignments between 60 and 100 and give a 50% FP cost discount with light side aligned powers and 50% FP cost increase with dark side aligned powers. Heal, formerly known as Cure, costs 30 FP. It heals 5 + CHA + Treat Injury + level/2. Improved Heal, formerly known as Heal, costs 40 FP. It heals 15 + CHA + Treat Injury + level/2 and removes poison. Force Enhance, formerly known as Force Aura, costs 20 FP. It adds +2 physical attributes. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Knight Enhance, formerly known as Force Shield, costs 30 FP. It adds +4 to physical attributes and Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Master Enhance, formerly known as Force Armor, costs 30 FP. It adds +6 physical attributes and adds Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Force mind, formerly known as Force Valor, costs 20 FP, adds +2 to mental attributes. It affects all party members. It lasts 20 + Awareness seconds. Knight Mind, formerly known as Knight Valor, costs 30 FP. It adds +4 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Master Mind, formerly known as Master Valor, costs 40 FP. It adds +6 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Stun costs 20 FP. Stasis costs 30 FP. Stasis Field costs 40 FP. Stun Droid costs 10 FP. Disable Droid costs 20 FP and it now requires a Fortitude Save as stated in its description. Destroy Droid costs 30 FP, adds 1d6(Level) and it now requires a Fortitude Save as stated in its description. Force Speed, formerly known as Burst of Speed, costs 20 FP, it doubles movement speed, and it adds +2 to Defense. It lasts 20 + Awareness seconds. It can be used with armor. Knight Speed costs 30 FP. It doubles movement speed and adds +5 to Defense. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Its prerequisite level has been reduced to 6. It cannot be used with armor. Master Speed costs 40 FP, doubles movement speed and adds +5 to Defense. It adds 1 bonus attack per round and a -2 penalty on all attacks. It lasts 20 + Awareness seconds. Its prerequisite level has been reduced to 12. It cannot be used with armor. Energy Resistance costs 30 FP. It reduces fire, cold, electrical, and sonic damage by 6. it reduces energy damage by 3. It lasts for 20 + Awareness seconds. It no longer stacks with Energy Shields. Improved Energy Resistance costs 40 FP. It reduces fire, cold, electrical, and sonic damage by 12. It reduces energy damage by 6. It affects all party members. It lasts for 20 + Awareness seconds. It no longer provides poison immunity. It no longer stacks with Energy Shields. Force Push has had its stun duration fixed. It now actually lasts 3 seconds. Force Whirlwind is 20 FP, requires a Fortitude Save, and its description has been corrected to reflect its actual damage and duration. Force Wave is 30 FP. Force Resistance costs 20 and has a DC of 5 + Defender Level. Force Immunity costs 30 FP and has a DC of 10 + Defender Level. Force Suppression is 20 FP. Force Breach costs 30 FP. Lightsaber Throw costs 10 FP. Drain Life costs 30 FP. Death Field costs 40. Fear costs 20 FP. Horror costs 30 FP. Insanity costs 40 FP. Shock costs 20 FP. Force Lightning cost 30 FP. Force Storm costs 40 FP. Slow costs 10 FP. Affliction costs 20 FP and its description has been corrected to reflect its actual effects and duration. Plague costs 30 FP and its description has been corrected to reflect its actual effects and duration. Wound costs 10 FP. Choke costs 20 FP. Kill costs 30 FP.  
    Acknowledgements
    offthegridmorty’s Treat Injury Affects Force Healing is the forebear to this mod. As far as I know, offthegridmorty is the first person to add skills to Force powers. Not only that, offthegridmorty himself provided feedback and taught me some critical things needed for this mod. Thank you offthegridmorty. Thor110 has taught me so much regarding KotOR mods that he pretty much gets a permanent spot in all of my acknowledgements. Thank you Thor110.  
    Compatibility
    Rebalanced Force Powers is expressly not compatible with any mods that change the scripting of Force Powers, combat shots, or energy shields. It’s also not compatible with Balance of the Force. It will be included in the next major update of that mod but at the time of this writing, there’s still much work to be done before that happens.
     
    Frequently Asked Questions
     
    Why do some of these changes feel like nerfs?
    That’s because they. Rebalanced Force Powers is actually a piece of a major gameplay overhaul mod called Balance in the Force that rebalances every aspect of the game to make all player options viable and add some challenge to the game. I’ve released it as a standalone mod because even on its own it adds several neat ideas to the game and reduces the overpowered nature of the force power system a little bit. Balance in the Force will actually nerf things a little bit more.
     
    What did you do to Aura?
     Force Aura, while also ridiculously powerful, was so redundant that no one used it. So, I tossed it. Fun fact: I added Immunity: Critical Hit so that I could justify keeping those shield icons the same the tier 2 and 3 versions of the power.
     
    What did you do to Valor?
    Force Valor is tied for most overpowered force power in the game. Providing +5 to all six attributes and Saving Thows is bonkers. So, I split it into two powers called Force Mind and Force Enhance that split the mental and physical attributes between them. I did increase the buffs to +6 as consolation for making them no longer stack with stims. The Balance in the Force version will cap at +4.
     
    What did you do to Speed?
    Force Speed is the other power tied for most overpowered Force power in the game. Now, at level 1 it only provides double movement speed with no defense bonus. This is a quality-of-life change for armor wearing Jedi who still want to navigate the map quickly. Tier 2 opens up 3 levels earlier at level 6 and adds a bonus defense of 5. This functionally allows it to fully replace force Aura line of spells. Tier 3 opens up 3 levels earlier at level 12 however, instead of getting two extra attacks you only get 1.
     
    What did you do to Energy Resistance?
    Improved Energy Resistance was an incredibly strong power that served as one of the many ways of making players functionally immortal. In past mods I probably nerfed it too aggressively so in this version. I scaled it to K2’s damage resistance values for cold, electric, fire, and sonic and I reintroduced blaster resistance but at half the value of the other resistances.

    81 downloads

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  24. [KotOR] Bastila must hide!

    This is the second (and likely last) entry from me as part of the Snigaroo mod build request found here.
    We wanted to offer an alternative to the existing „Operation Kill Bastila Remade” by Hunters Run. The main difference being that this version doesn't allow for any combat sequence, but rather focus exclusively on the importance for Bastila to be disguised when walking on Upper Taris. While an ideal execution proves to be beyond what I could be capable to achieve, I believe this modification (and indeed the original one) adds a much needed layer of realism and common sense by closing a rather glaring plot hole. Unfortunately, this isn't completely drawbacks-free. For one thing, the possibility of disguise will be limited to Taris when it may be reasonable to think it should not have such limitation. For another, I needed to introduce a couple of party selection restrictions that are not present in the original game. It is my opinion, though, that they both seemed to make a certain amount of sense, and on of them has the additional benefit of taking care of another minor „plot hole” of the game. Enjoy!
     
     
    [KotOR ] Bastila must hide 1.2.7z

    79 downloads

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    2 comments

    Updated

  25. Rebalanced Grenades

    Star Wars: Knights of the Old Republic -
    Rebalanced Grenades v1.0.0
     
     
    Overview
     
    The goal of Rebalanced Grenades was to make makes grenades, Dexterity, and Demolitions more useful throughout the entirety of Kotor 1 by giving grenades scaling DCs similar to force powers based off of Dexterity and scaling bonus damage based off Demolitions. By making grenades more useful for ranged characters they will hopefully serve a function similar to Force powers for non-Jedi characters.
    Grenades now use the following formula unless stated otherwise:
    DC = 5 + Level + Dexterity modifier
    if DC < 15
    then DC = 15
    Bonus Damage = Total Demolitions Rank/2
     
    A minimum DC threshold of 15 is maintained to keep grenades at least as useful as they are in Vanilla in early levels. Additionally, each of the affected grenades has a damage cap added in to keep them near the game’s existing benchmarks.
     
    Grenade Changes
    Fragmentation Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Stun Grenade - DC: 5 + Level + DEX + INT (min DC: 15) Thermal Detonator - DC: 5 + Level + DEX + INT (min DC: 15), 60 Damage Poison Grenade - DC: 30, 5 Damage every 3 seconds Sonic Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Cryoban Grenade - DC: 5 + Level + DEX + INT (min DC: 15), Fortitude save, max damage: 36 Plasma Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 60 Ion Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 30, +30 Damage vs Droids Adhesive Grenade – unchanged  
    Notes:
    A damage cap of 36 was chosen for Fragmentation, Sonic, and Cryoban grenades because it allows them to scale up to the total damage of a vanilla plasma grenade or the average damage of Force Lightning at full power.  Thermal Detonators are one of the most devastating weapons in Star Wars cannon and since 60 damage is the maximum damage of Force Lightning at full power, I let it stand. Additionally, for 2000 credits a pop, I feel like they should always consistently be good. Since Plasma Grenades start at 36 damage it felt natural to cap them at 60 and with a dedicated build and the right equipment you can in fact get there if you want to. Ion Grenades cap at 30 for humanoids and still add an additional 30 for droids for the same reasons.  
    Acknowledgements
    jc2's Improved Grenades is the forebear to this mod. As far as I know jc2 is the first person to do this. Thor110 who taught me much of what I needed to know to finish the script changes for this mod and most of everything else I know about modding KotOR.

    188 downloads

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    Updated